Re: A good Superhero system?
Supers! Revised Edition is a fun game that does not get enough love. It is an expanded/improved version of the Supers! The Comic Book RPG originally written by Simon Washbourne of Barbarians of Lemuria fame. It is a dice pool game using d6s to built your character. Standard build is 20 dice but you can take Complications or Disadvantages to tweak out a few more dice. You have 4 Attributes (stats) that make up your "hit points" of sorts; Composure, Fortitude, Reflex, and Will. If any of those drop to 0d you are out of the scene and depending on which one drops it determines roughly how you are out (0d in Fortitude being possibly unconscious, 0d in Reflex perhaps paralysis, etc).
You can use any Attribute, Aptitude (skill), or Power to attack or defend if you can justify it. Someone fires a rocket at you? Use Super Speed to outrun it, Super Brain to calculate the trajectory and step out of the way, Super Strength to tear up a piece of ground to take the impact, etc. You can generally only use a given Attribute, Aptitude, or Power once to either atttack or defend but can take the Split Action boost to use any of them more than once. So if you have Super Strength 4d (Split Action 1d) you can use it once at 4d or twice at 3d each time.
The opposed mechanic is a roll of the Attribute, Aptitude, or Power vs. an Attribute, Aptitude, or Power of the opponent. Non-opposed tasks are vs. a target number. So for example say someone who can shoot laser beams 4d goes against a villain, trying to zap them with a laser. They roll 4d6 vs. the villain's defense (Attribute, Aptitude, or Power). If they don't exceed the defense roll the villain is unharmed. If they do exceed it the villain takes 1d of damage to an appropriate Attribute (so physical damage is usually Fortitude or Reflex but exceptions can be made) for every 6 full points the attack roll exceeds the defense. So beating the defense roll by 1-6 is 1d of damage, by 7-12 is 2d of damage, etc. There are also Mook/Henchmen rules to reflect going through groups of weaker opponents as well.
The Power list is pretty comprehensive and many of them have little specific Boosts/Complications to go along with them in addition to the basic Boosts and Complications. Character generation is a snap. Once you grok the system (which honestly is pretty easy) you can go from concept to character in 10 minutes.
I would say it is on the high end of Rules Light to low end of Rules Medium. There is enough crunch to combat/conflict to provide numerous options without being overwhelming. Optional rules exist for a grittier game as well as for miniatures. If you want a supers system that gives you a good amount of customization options without the learning curve of HERO System (or cost) then Supers! Revised Edition is certainly worth a try.